Four-agent workshop (Araminta, Ozzie, Miri, Gore) establishing visual
identity for The Settled Reach. 9 mood board images, 16 art direction
principles, 10 candidate decisions (D-042 through D-051), v0.1.1 sprite
plan. Post-workshop technical session resolved 3D render pipeline,
resolution chain (1024/256/64), and camera angle lock ("the angle").
Pipeline test samples included: Era 1 institutional wall + bar green
wall rendered through the full Nano Banana -> 3D model -> sprite chain.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
3.8 KiB
Workshop: Art Direction & Mood Board
Date: 2026-02-12 Facilitator: Team Leader (Jeroen) Participants: Araminta (lead), Ozzie, Miri, Gore, Qatux (documenter) Status: Round 1
Purpose
Explore visual references, art direction, and mood for The Settled Reach. Build a mood board of reference images, games, films, and art styles that capture what this game should LOOK and FEEL like.
This is exploratory — not about v0.1 placeholder art (that's defined), but about the long-term visual identity. What does The Settled Reach look like when it grows up? What's the target aesthetic?
Context
- Q-003 (Art direction) is open. v0.1 visual grammar is defined (D-033, Araminta's workshop output) but long-term art direction is unresolved.
- D-019: Top-down confirmed as primary camera. 3D cutscenes for key moments.
- D-005: Single character, first-person experience through top-down view. Asymmetric information is the master mechanic.
- D-011: Fog of perception — shadowcasting, vision cone, information decay.
- D-015: Camera locked to character. Forward = detail, peripheral = reduced, behind = blind.
- Setting: Space opera, advanced civilization, wormhole network. Sova Transit District — a working-class station hub. Not gleaming spaceport, not grimy dystopia. Lived-in, functional, 40 years old.
Key Questions for Round 1
Q1: Visual References — What games/films/art look like what we're making?
Find and describe specific visual references. For each reference, explain:
- What it gets RIGHT for our game
- What it gets WRONG or what we'd change
- Which specific visual element we're referencing (lighting? color? camera angle? UI? atmosphere?)
Think broadly: games, films, concept art, photography, graphic novels, architectural photography, UI design.
Q2: Mood and Atmosphere — What emotional register?
The Settled Reach is a space station where people live ordinary lives while conspiracies run underneath. What's the visual mood?
- How does "quiet life is good" look vs "something is wrong here"?
- What's the lighting language? (harsh fluorescent? warm ambient? mixed?)
- What's the color temperature of normal life vs investigation mode?
- How does the visual mood shift between the smuggler's perspective and the detective's?
Q3: Top-Down Art Style Direction
Given D-019 (top-down), what art style should we target long-term?
- Pixel art? Vector? Painted? Stylized 3D rendered to 2D? Something else?
- What level of detail per entity? (Rimworld-level? Hotline Miami? Teleglitch? Something unique?)
- How do we balance readability (information design) with atmosphere?
- What about animation — smooth sprite animation? State-based frames? Procedural?
Q4: The Station as Character
Sova Transit District is 40 years old. It's been repaired, modified, lived in. How does that read visually?
- What does "lived-in space infrastructure" look like in top-down?
- How do we visually differentiate the three zones (Logistics Hub, Bar, Corridors)?
- What visual language says "this place has layers" without being grimy-dystopia?
Q5: Information Visualization
The game is about what you know and don't know. Beyond the color system (D-033), how should information itself look?
- What does the neural insert overlay look like aesthetically?
- How do perception mode overlays feel different from each other?
- What's the visual language for "I'm learning something new" vs "this confirms what I suspected"?
Format
Each participant writes their Round 1 response as round1-{agent}.md in this directory. Search the web for real visual references — name specific games, artists, films, screenshots. Be concrete, not abstract.
Qatux: Track all references mentioned, noting which aspects are endorsed and which are cautioned against. Maintain a running reference list.